#version 450
#extension GL_ARB_separate_shader_objects:enable

layout(set=0,binding=0) uniform SkyboxUBO
{
	mat4 view;
	mat4 projection;
}ubo;

layout(location=0) in vec3 inPosition;

layout(location=0) out vec3 fragTexCoord;

void main()
{
	gl_Position=(ubo.projection*ubo.view*vec4(inPosition,1.0)).xyww;
	fragTexCoord=inPosition;
}
